// This code contains NVIDIA Confidential Information and is disclosed to you // under a form of NVIDIA software license agreement provided separately to you. // // Notice // NVIDIA Corporation and its licensors retain all intellectual property and // proprietary rights in and to this software and related documentation and // any modifications thereto. Any use, reproduction, disclosure, or // distribution of this software and related documentation without an express // license agreement from NVIDIA Corporation is strictly prohibited. // // ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES // NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO // THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT, // MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE. // // Information and code furnished is believed to be accurate and reliable. // However, NVIDIA Corporation assumes no responsibility for the consequences of use of such // information or for any infringement of patents or other rights of third parties that may // result from its use. No license is granted by implication or otherwise under any patent // or patent rights of NVIDIA Corporation. Details are subject to change without notice. // This code supersedes and replaces all information previously supplied. // NVIDIA Corporation products are not authorized for use as critical // components in life support devices or systems without express written approval of // NVIDIA Corporation. // // Copyright (c) 2008-2020 NVIDIA Corporation. All rights reserved. #include "RendererHBAO.h" #include "Renderer.h" #include "imgui.h" /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // Renderer HBAO (wrapper for hbao+) /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// RendererHBAO::RendererHBAO() { m_SSAOContext = NULL; // default parameters m_SSAOParameters.Radius = 2.0f; } RendererHBAO::~RendererHBAO() { releaseResources(); } void RendererHBAO::createResources(ID3D11Device *pd3dDevice) { GFSDK_SSAO_Status status; status = GFSDK_SSAO_CreateContext_D3D11(pd3dDevice, &m_SSAOContext, nullptr); assert(status == GFSDK_SSAO_OK); } void RendererHBAO::releaseResources() { if (m_SSAOContext != NULL) { m_SSAOContext->Release(); } } void RendererHBAO::renderAO(ID3D11DeviceContext *pd3dDeviceContext, ID3D11RenderTargetView* pRTV, ID3D11ShaderResourceView* pDepthSRV, DirectX::XMMATRIX& projMatrix) { GFSDK_SSAO_InputData_D3D11 InputData; InputData.DepthData.pFullResDepthTextureSRV = pDepthSRV; InputData.DepthData.DepthTextureType = GFSDK_SSAO_HARDWARE_DEPTHS; InputData.DepthData.MetersToViewSpaceUnits = 1.0f; InputData.DepthData.ProjectionMatrix.Data = GFSDK_SSAO_Float4x4(reinterpret_cast(&(projMatrix.r[0]))); InputData.DepthData.ProjectionMatrix.Layout = GFSDK_SSAO_ROW_MAJOR_ORDER; GFSDK_SSAO_Output_D3D11 Output; Output.pRenderTargetView = pRTV;// m_pSceneRTs->ColorRTV; Output.Blend.Mode = GFSDK_SSAO_MULTIPLY_RGB; m_SSAOContext->RenderAO(pd3dDeviceContext, InputData, m_SSAOParameters, Output); } void RendererHBAO::drawUI() { ImGui::DragFloat("Radius", &(m_SSAOParameters.Radius), 0.05f, 0.0f, 100.0f); ImGui::DragFloat("Bias", &(m_SSAOParameters.Bias), 0.01f, 0.0f, 0.5f); ImGui::DragFloat("NearAO", &(m_SSAOParameters.NearAO), 0.01f, 1.0f, 4.0f); ImGui::DragFloat("FarAO", &(m_SSAOParameters.FarAO), 0.01, 1.0f, 4.0f); ImGui::DragFloat("PowerExponent", &(m_SSAOParameters.PowerExponent), 0.01f, 1.0f, 8.0f); ImGui::Checkbox("ForegroundAO Enabled", (bool*)&(m_SSAOParameters.ForegroundAO.Enable)); ImGui::DragFloat("ForegroundAO ViewDepth", &(m_SSAOParameters.ForegroundAO.ForegroundViewDepth), 0.01f, 0.0f, 100.0f); ImGui::Checkbox("BackgroundAO Enabled", (bool*)&(m_SSAOParameters.BackgroundAO.Enable)); ImGui::DragFloat("BackgroundAO ViewDepth", &(m_SSAOParameters.BackgroundAO.BackgroundViewDepth), 0.01f, 0.0f, 100.0f); }